using System;
using System.Reflection;
using Unity.Pipeline.Commands;
using Unity.Pipeline.Console;
using Unity.Pipeline.Models;
namespace Unity.Pipeline.Runtime.Commands
{
///
/// The console commands: console to read captured output, console_status for its
/// counters alone, and clear_console to empty it. console backs the CLI's
/// console [--tail N] [--level log|warn|error] [--follow].
///
/// All three live in the runtime assembly, so they are available from both the Editor and player
/// builds — console capture is driven by , which runs in both
/// contexts.
///
/// The package has no streaming transport (the HTTP server handles one request at a time), so
/// --follow is realized client-side: the CLI polls this command, prints new entries, and
/// passes the returned back as since on the next
/// call. The flag mapping is:
/// --tail N -> tail
/// --level X -> level (minimum severity threshold)
/// --follow -> repeated calls with since = previous cursor and since_session = previous session
///
/// Reads only the in-memory buffer and the last ground-truth sample (no Unity main-thread
/// APIs), so it is marked MainThreadRequired = false and keeps answering while the
/// Editor is blocked compiling or importing — which is when a client most needs it.
///
static class ConsoleCommand
{
/// Default number of entries returned when tail is not supplied.
public const int DefaultTail = 100;
[CliCommand("console", "Get captured Unity console output (Editor or Player; supports tail, level filtering, and follow via a cursor)", MainThreadRequired = false, Tags = new[] { "observability/console" })]
public static ConsoleLogResponse GetConsole(
[CliArg("tail", "Maximum number of most-recent entries to return")] int tail = DefaultTail,
[CliArg("level", "Minimum severity to include: log | warn | error")] string level = ConsoleLogBuffer.LevelLog,
[CliArg("since", "Cursor: only return entries newer than this seq. Use the 'cursor' from a previous response to follow.")] long since = -1,
[CliArg("since_session", "Session the 'since' cursor came from: pass the 'session' from a previous response. A cursor from another session is refused and the tail returned with reset=true.")] string since_session = null)
{
// Guard against nonsensical tail values; <= 0 would otherwise mean "unlimited" in the
// buffer, which is not what a caller passing e.g. --tail 0 expects.
if (tail <= 0)
tail = DefaultTail;
var minSeverity = ConsoleLogBuffer.SeverityFromLevelName(level);
var response = ConsoleLogCapture.Buffer.Query(since, tail, minSeverity, since_session);
response.GroundTruth = ReadGroundTruth();
return response;
}
[CliCommand("console_status", "Console ground truth and buffer counters without pulling entries: compile-failure flag, Editor console counts, and the buffer's retained counts and cursor.", MainThreadRequired = false, Tags = new[] { "observability/console" })]
public static ConsoleLogResponse GetConsoleStatus()
{
// Same shape as `console` with no entries, so a client polling during a long compile
// gets the counters and the compile-failure flag without paying for the payload.
var response = ConsoleLogCapture.Buffer.Stats();
response.GroundTruth = ReadGroundTruth();
return response;
}
[CliCommand("clear_console", "Clear the captured log buffer and the Unity Editor console.", Tags = new[] { "observability/console" })]
public static object ClearConsole()
{
// Clearing keeps the sequence counter, so a client following the console sees dropped=true
// on its next poll rather than silently skipping the window that was cleared.
ConsoleLogCapture.Buffer.Clear();
// Best-effort: also clear Unity's own console window. UnityEditor.LogEntries is internal,
// so reach it by name and swallow any failure (the API is not part of the public contract).
// Resolving the type by string is also what keeps this command in the runtime assembly:
// there is no compile-time UnityEditor dependency, and in a player GetType returns null so
// the chain no-ops and only the captured buffer is cleared.
// LogEntries.Clear is a static, non-public method, so include NonPublic in the binding
// flags — GetMethod("Clear") with no flags only finds public methods and would silently
// return null.
// Note it leaves editor compile errors standing: those are logged as sticky entries, which
// Unity's Clear skips, and only a completed compile removes them.
try
{
Type.GetType("UnityEditor.LogEntries,UnityEditor")
?.GetMethod("Clear", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static)
?.Invoke(null, null);
}
catch
{
// Ignore — clearing the Editor console is auxiliary; the buffer is already cleared.
}
return new { cleared = true };
}
///
/// A copy of the last ground-truth sample with its age filled in. Copied rather than
/// returned directly so the published snapshot stays immutable and shared between callers.
///
static ConsoleGroundTruth ReadGroundTruth()
{
var sample = ConsoleLogCapture.GroundTruth;
if (sample == null)
return null;
var ageMs = (long)(DateTime.UtcNow - sample.SampledUtc).TotalMilliseconds;
return new ConsoleGroundTruth
{
SampledUtc = sample.SampledUtc,
AgeMs = ageMs < 0 ? 0 : ageMs,
CompilationFailed = sample.CompilationFailed,
Compiling = sample.Compiling,
ConsoleErrors = sample.ConsoleErrors,
ConsoleWarnings = sample.ConsoleWarnings,
ConsoleLogs = sample.ConsoleLogs,
Seeded = sample.Seeded
};
}
}
}